[3.14] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Melting all content.

Welcome Exile! Jenno here.

Are you looking for a build that can be both a good league starter and a strong end-game character?

Are you looking for a fun build with a unique play style, fast clearing speed, and satisfying experience of one-shotting bosses?

Then this build might be perfect for you. To show you what it looks like:


This build guide won't be updated starting 3.15
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Due to some changes in real life, I won't be getting much play time in the future, therefore cannot keep the build updated to every league anymore. I have removed the damage number in title to avoid causing any confusion.

Going forward, if you are a new player with limited knowledge about the game, then I suggest following a more updated build to maximize your fun. If you have played the game for a long time or simply like this play style, I encourage you to take this guide as a general reference, and adapt league-specific changes accordingly.

At last, thanks everyone for trying out the build, I will still be around when new league is available despite limited playtime. Feel free to message me in game if you have any question.


More Showcases on A8 Conquerors
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Videos
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Simulacrum Wave 20


T15 Burial Chamber Full Delirium Clear


A8 Awakener Sirus


Maven


Maven's Invitation: The Hidden



Build Highlights
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330M max damage per slam
180+% movement speed
4 auras, 2 curses
100% hit/crit chance
90% phys reduction
80% chaos resistance
40% block
1k+ life regen
900+ life leech
50% evasion during mapping


Pros
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High Damage : 330M max slam and damage scalable with currency
Tanky :90% phys reduction, 80% chaos res, 40% block, fortify, 15% dodge, 50% evasion during mapping, 1k+ life regen
Insane Clear Speed :clear the screen with one hit
Safe :long range damage makes it safer than other melee builds, you don't need to be near the boss to kill it, check out the simulacrum wave 20 video for illustration
Enjoyable Play Style :slam skill has very satisfying visual and sound effect


Cons
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Can't do Elem Reflect
Not a Lazy Build
May not be new player friendly, managing charges may be overwhelming


Mechanics
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Short Version
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Tectonic slam + 6 endurance charges + siesmic cry + intimidating cry + all flasks + totem buff + phase run + fist of war = BOOM

Long Version
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It's pretty clear that slam and warcry skills are leaning towards a "Hit once and Hit Hard" philosophy. For that, I found Chieftain has many good ascendancy points that can buff this effect, and stacking all buffs together and exert them at once can deal insane amount of damage. Here are several key mechanics that I leverage for the damage:

Valako ascendancy point: gives easy endurance charge and keep you at max charge all the time.
Fist of war: The most OP slam gem designed for this play style, Huge DPS and AOE boost
Seismic cry: with measured fury, you can have up to 5 seismic cry exerted attacks, each is 30% more powerful than the last.
Intimidating cry: deals double damage with 3 exerted attacks and inflict intimidating buff. This can be used on boss. you don't need it for normal clearing because you have tons of DPS already.
Ngamahu ascendancy point: again 100% more physical as fire, since we are 100% fire, then it boosts our damage further.



Play Style
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This build is a "hit hard and hit once" play style. With Fist of War's cooldown being 1.76s, we will perform one slam attack after each Fist of war cooldown with all the buffs. Every 2s is a repeating cycle. Here's a breakdown of what you do in the 2 seconds:

[-]Use 0.5 s to perform the attack and immediately dash away from enemy
[-]Use 1.5s to move, dodge attack, pop up flask (if needed), refresh war cry(if needed), use enduring cry to recover (if needed)

Check out the videos for illustration.


Gears
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Leveling version for Ultimatum - 30c investment, 3.8M max damage/hit with lvl76
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Weapon
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Buy 5 "The Deep Ones" divination card then you can get a tide breaker. It costs 10~15c early league

If tidebreaker is too expensive, you can simply search for a rare 2H mace with high phys damage, it is a good alternative and much cheaper.

Other unique alternatives are: Kongor's Undying Rage, Ngamahu's Flame


Armour
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Get a 6L rare armour with life, if it is too expensive then get a tabula rasa


Amulet, Rings
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pretty shitty jewllery here, I found them during campaign :), life and res are all you need for now.


Gloves
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Get one exerted attack gloves with life on it, super cheap. Costs ~2c if you want some res too.


Helmet
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Hrimnor's resolve is like 1c, pretty cheap :), check out the budget gears helmet description for more detail


Boots
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30% movement speed, some life, some res


Belt
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life and res is all we care about


Flasks
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If you want, you can craft a bleed immunity on one of the utility flasks.
I didn't bother doing it because I found myself having enough life regen even when running on 20 layers of corrupted blood :)



Budget non-crit version for Ultimatum - 2ex investment, 8.4M max damage/hit
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Intro
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Since this leaqgue's mechanic is an "all or nothing" challenge, survivability is our main focus. The new 2ex build uses several new defensive mechanics that can guarantee survival in Ultimatum challenge. Here’s the summary of changes:

1. Use molten shell instead of immortal call as guard skill, it helps maintain endurance charges easily. Put your molten shell skill on your left mouse key
2. Start to use soul tether (life leech does not stop at full life) as another defensive layer. Since our build has 2k+ Combined life leech and regen, it can give good protection on DOT and burst of damages.
3. use Tasalio, cleansing water as ascendency point, which provides additional life leech and regen
4. use Formless flame as helmet, it synergies well with molten shell and Tasalio, giving further protection.

There are additional changes on skill tree, gem setup too. Feel free to check the gems in gear section and POB.

Stay safe, Exile.


Weapon
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Go to the trade, search for 2H weapon, then sort them by physical damage(not physical DPS). Next, find a good one within 1ex. Usually by spending like 50c, you can easily get a 2H weapon with ~600 phys damage.

If you want to save some currency, you can also look for those weapon with high %phys damage and open prefix, but WITHOUT flat phys. Then craft the flat phys yourself. Usually this will be much cheaper.

If you are playing SSF, I recommend sticking to any high phys damage 2H unique. Or you can find a good weapon base (like karui chopper, alt craft a high %phys (at least t3), augment + regal, finally craft flat phys on it.

note: if you are not using 2H axe, you can drop the 4 axe specific node and get more life instead.


Armour
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Just find any 6l armor with good amount of life, some decent elem res.


Amulet
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I mainly use amulet to get the required int and dex. On top of that, life, flat phys, decent elem would be good too. I anointed freedom of movement to help with movement speed. If you have mana problem, you can anoint Thrill Seeker.


Rings
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Now we are running skitterbot, we will use Profane Proxy to allow chilling skitterbot to apply high level flammability curse. It greatly boosts our damage and ignite chance. Remember to put it on your left ring slot.

For the other ring, look for a ring with good life, flat phys and decent resistance. Pretty cheap.


Gloves
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Get a new 50% exerted attack glove, it's free damage boost and super cheap. Look for life, decent resistance. You can either craft attack speed if you have open suffix or craft flat phys if open prefix.

Do not worry about the +2 war cry cooldown, I have been using this glove for long now, and have never run into cooldown issues. Our play style's low attack frequency is at advantage here because we are not limited by the additional cooldown. For more details refer to Q&A section.


Helmet
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Here we use a formless flame to scale our armour then combined with molten shell to get more EHP.


Boots
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At least 30% movement speed, with good life, res. Nothing fancy here for budget build.


Belt
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Since our build has high life regen and life leech, getting a leech on full life can greatly increase our survivability.


Jewels
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In this budget build, I'm suggesting to skip the jewels because the budget build is only a temporary setup to farm more currency. We are better off spending that currency later when we convert to crit version.


Flasks
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Quicksilver and quartz flask can give you additional movement, increase our map clearing speed.

Basalt flask will help cap our phys reduction at 90%

Lion Roar and Wise Oak all offer good offense and defense boost.

For the utility mod, you need at least curse and freeze immunity to do mapping comfortably. Then get a % increased armour mod on the third utility flask.

If you are not using axe, then I suggest switching the quartz flask for silver flask. (otherwise you can get onslaught from tree)



Early crit version for Ultimatum - 6ex investment, 20.18M max damage/hit
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Intro
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This goal of this build is to provide a smooth transition between the non-crit buiild and the mid-budget crit build. This build will get you started on crit and increase your damage using minimal investment.

On top of that, it incorporates many new mechnics that I tested and found powerful, some of these will be used in later build too.

Here is a summary of new mechanics used in this build:
1. Use Transcendence as key stone to increase survivability from elemental damage
2. Use Petrified blood as defense layer to take advantage of our high life regen and leech
3. Use 7 auras with the help of arrogance support
4. Use Thread of hope to help allocate several key nodes in skill tree.
5. This build doesn't require "hits can't be evaded" craft, it uses lvl 20 precision and accuracy from tree/gear to get hit chance. Finding a good weapon is significantly easier now.

Hopefully this build can help many of you transition into crit gear smoothly. Enjoy, Exile.


Weapon
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For weapon, you can use any high phys damage warstaff and there's no other requirements.

Here's how you can find one: go to trade, select category "Warstaff" and search, then sort them by physical damage (not dps), find the first warstaff that you can afford. Usually by spending 1 or 2ex you can get a pretty decent 250-500+ phys damage warstaff. You can check out weapon section of 2ex non-crit build for details of search, the only difference is here we are searching for warstaffs instead of 2H weapons.

There's no limitation on the staff base, as explained in mid-budget weapon section, each base has its own pros and cons.


Armour
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When we use Transcendence, our max elemental res is at 70%.

The replica Loreweave provides TONs of god-tier mods, like increasing our res to 72%, life, energy shield, crit chance, flat phys, elemental damage are all extremely useful to us. The best part of all: this is dirt cheap, for example, my 6L replica loreweave costs 1.5ex at the time of writing.

If 6L replica loreweave is getting more expensive than regular 6L loreweave, then you can also consider 6L loreweave.


Amulet
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dexterity, life, and crit multi is all we care about. It'd be even better if it has elemental resistance, especially cold or lightning because we will need them to cap res.

Remember, our dexterity target is 121, so use amulet is our best spot to get them.


Rings
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One resistance ring with good life, resistance and accuracy. Another assassin's mark ring with life on it.

Ultimately you will need to get some Accuracy and dexterity on your jewellery, so be flexible when searching for items.


Gloves
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Same glove as the 2ex build, you can craft some additional accuracy if you need.


Helmet
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Crown of Inward eye, same as the mid-budget build. This helmet is very cheap and can provide lots of damage and survivability boost.


Boots
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You can keep using the boots from 2ex build. But optionally, if you want to try the one I had, you can search for +1 endurance charge boots and craft life/movement speed on it. This is only optional as it won't give you much benefit.


Belt
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Get stygian vise with good life and res on it. Then acquire a corrupted blood immune stygian jewel.


Jewels
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Militant Faith with Maxarius to get transcendence keystone, note that the number doesn't matter.




For thread of hope, use one with medium range, and put it in the following position:
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Flasks
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Two new flasks: diamond and cinderswallow.Diamond flask increase our crit chance, Cinderswallow's life/ES leech and onslaught buff makes mapping much safer and faster. Use the increase crit chance veil of the cinderswallow.



Mid-budget Crit version for Ultimatum - 15ex investment, 33.1M max damage/hit
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Intro
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For mid-budget gear, leveraging the powerful cluster jewels notables, our damage is getting a huge boost. Defense-wise, we are picking up immortal call and adjusting its level to work better with petrified blood.

This mid-budget build is also the beginning of unveiling our build's true power. As you will experience yourself, from now on, the build will start to scale with currency investment.

Here are the summary of changes in mid-budget crit build (in addition to early crit build):
1. Start to use CWDT + immortal call + increased duration, and lower its level to 8 to work better with petrified blood
2. Large cluster jewels have a wider selection of notable skills now, skills such as devastator, brutal infamy, fuel the fight, feed the fury, calamitous and others are all good choices.


Weapon
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Warstaff will be used from now on. There are 4 staff bases I recommend, depending on your preference:

Maelström Staff : This is for defense purpose, if you want to max out your attack block, then choose this base. The drawback is we won't get much spell block, so we are still vulnerable to spells, which is quite common in end-game.
Judgement Staff : This is for defense purpose too, choosing this won't help us max out any block chance, however, it can give us a good balance of block chances. We can reach 55% attack block and 40% spell block with this.
Ezomyte Staff : This staff has the highest base crit chance among all warstaffs, it will help us reach 100% crit chance easier while providing decent attack block chance in the meantime.
Eventuality Rod : This is for offense purpose, it has the best base damage and it provides additional charge which increases our AOE and crit chance.

You can refer to the weapon section of early crit gear to find out ways of acquiring the weapon.


Armour
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Same as early crit gear, we are using replica loreweave. If the replica loreweave is getting more expensive than regular loreweave, then use the regular.


Amulet
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Use Amulet to get the dex and int required for your build. On top of that, the warlod's gain %phys as extra fire is also good but optional. Other good mods are crit multi, accuracy, flat phys, life, fire damage.

At last, need to anoint Measured Fury on amulet.


Rings
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one assassin's mark ring and one resistance ring, craft life and res as needed to fix the res.


Gloves
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Same glove used earlier, good mods are life, res, attack speed, flat phys.


Helmet
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Crown of the inward eye is very cheap and gives us lots of life, damage, and energy shield(especially with timeless jewel).

As for the enchant, you can search for either seismic cry or tectonic slam damage enchant. If that is too expensive, search for alternative enchants on any other skill we use.

Don't worry if you can't find one with enchant. You can simply use the helmet without it, because the benefit of the helmet is much greater than any enchant mod. Just focus on getting a good roll, a good roll matters more than enchant.


Boots
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I used same boots as early crit version, so far we just need movement speed, life, res. The +1 endurance charge is only optional.


Belts
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Use a stygian vise, with good life on it. other good mods are %elem attack and elem res.

Get one corrupted blood immune abyssal jewel, it will protect you during mapping when encountering corrupted blood mobs and also prevent from getting one-shotted by Sirus's beam.


Jewels
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Large Cluster Setup:
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You can choose any of the following skills:

Devastator: Devastator is a good skill in the cluster jewel. If you go with Devastator, then use 2 of them. With this notable, monsters we kill have 15% chance to explode, dealing 1/10 of life as physical damage. On top of that, the explode chance stacks! Therefore, by using two large cluster jewels, we can get 30% explode chances. When the mob size is big enough, statistically it provides the same clearing speed boost as the elevated crusader's explodey mod on chest armour.

Brutal Infamy: Brutal infamy gives you the most damage increase against bosses, in fact, that's all we need since non-boss mobs get one-shotted by us anyway.

Fuel the Fight: Fuel the Fight provides mana leech, which can resolve your mana problem compeletly. Further more, its attack speed and damage increase are also good bonus because we are having over-leech effect due to petrified blood.

Feed the Fury: Similar to fuel the fight, it provides good benefit when we are leeching. Our build can fully leverage all of its benefits because of petrified blood.

Calamitous: This node provides great elemental damage boost, it is also worth considering when picking up the node.

At last, if you are good with POE, then you can be creative in the large notable skill selection, no need to limit your self by the above skills. The lists I provided are only what I have tested working so far. Feel free to suggest anything in the comment.


Medium Cluster Setup:
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We need 1 cluster jewel with cooked alive + cremator and 3 cluster jewel with cooked alive + anything else.

Cooked Alive: It can penetrate 10% fire res to ignited enemies. And the most insane thing is: it stacks too! Since we have 100% crit chance with fire damage, our hit always ignites. Therefore, that's free -40% fire resistance on all our enemies, which is a TON of damage.

Cremator: Cremator can destroy ignited enemy corpse on kill. One of the reason explodey armour is so popular is because the explosion leaves no corpse for on-death effect which helps with defense. For that purpose, Cremator can get the job done perfectly, since we have 100% ignite chance, it will clear all the corpse so we are competely safe from on-death effect.


Timeless Jewel
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We continue to use Transcendence as timeless keystone. It makes us more tanky against elemental damage, which is usually the source of danger during mapping.

The next question to ask is: what about physical damage? Well, this is why we start to use lower level CWDT + immortal call + increased duration support as defensive layer. When you have enough endurance chanrge (like 7), the immortal call can make sure your physical damage reduction is capped at the time of need and the buff will last more than 2 seconds. If you perform a warcry after immortal call is triggered, then slam some mobs, your endurance charge can easily refill to full again.

Overall speaking, Because we can easily gain endurance charge, using immortal call can protect us from physical damage if you maintain your charges correctly. With immortal call + charges mitigating the side effect, transcendence can bring our survivability to the next level.

When you are buying the jewel, no need to get the specific number as I had, any number will do fine as long as it's Maxarius.


Normal Jewels
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Get at least 5% life and one %crit multi mod. No need to spend more than 10c for each normal jewel.

Here's a link for you to search the jewel easier:
https://www.pathofexile.com/trade/search/Ritual/WOv59Kbum



Flasks
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I switched the wise oak for diamond flask because it can boost our crit chance and increase our damage.

We will start using cinderswallow as well and use the "increased critical strike chance during flask" craft from now on.

For the utility flask mod, we need curse and freeze immunity. I also used movement speed on another utility flask to improve clearning speed.



Early End-game Crit Version for Ultimatum - 50ex investment, 105.9M max damage/hit
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Intro
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The early end-game gear is using lower budget than previous early end-game builds to make the build more accessible. There are also several new adjustments that I made to the build thanks to feedback and suggestions. Here's a summary of the change(since the mid-budget crit build):

1. Start to gain fortify from overlord notable
2. Start to use Rallying cry to improve damage during ultimatum and certain boss fights
3. Frenzy charge gain and culling strike through gloves
4. tailwind + elusive/+1 end chanrge through boots
5. Use Arakaali and Shakari pantheon to further increase life regen/leech and mitigate chaos DoT damage.

Since the end-game budget is now lower, there are many upgrades that are pushed to the minmaxed build. For example, there is big damage potential in upgrading body armour, rings, amulet, helmet, and weapon later.


Weapon
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Almost all of our base damage comes from weapon, getting a high phys damage weapon can directly increase our max damage. For end-game weapon, there are two options:

1. The expensive approach (~35ex), use Harvesst to fracture a t1 %phys on a base I recommended in mid-budget gear. Then use Deafening essence of contempt to get at least t6 hybrid %phys mod. Finally reforge keep prefix to get some good mod like attack speed or crit chance. This is only recommended for serious player.

2. The less expensive approach(~10ex), spam deafening essence of contempt on a base of your choice until you get either t3 hybrid or t3 phys. If you hit the %phys, then you can multimod it for crit chance and attack speed. If you hit the hybrid, you can multimod it for %phys + attack speed or crit chance, finally use ailsing to add a veiled mod.

And of course, always check the market before crafting it yourself.

If you chose the expensive approach, there are further minmaxing available, for example, getting a higher tier hybrid then metacrafting t1 attack speed and add veiled mods.


Armour
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The early end-game still uses replica loreweave, but the minmaxed version will go with a rare astral plate with double curse and crit chance.


Amulet
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Using the same amulet as before, use amulet to get the attributes you need.


Rings
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To use rallying cry, I had to use one additional unset ring but the damage boost is worth it. The other assassin's mark ring is the same as before.


Gloves
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If you prefer using Breathstealer, you can continue to use it. But I chose to go with a culling strike + frenzy charge glove to get some additional damage and clear speed.


Helmet
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Same helmet as earlier, getting a good enchant is much cheaper than before. The helmet will be upgraded later in minmax build, but until then, Crown of the inward eye is still the most cost-efficient helmet.


Boots
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You can choose between tailwind + elusive or tailwind + max endurance change depending on your own preference.

If you use tailwind + elusive, your clearing and movement speed will be much faster in maps. This is recommended for players who don't want to use phase run frequently.

If you use tailwind + max endurance change, you will need to use phase run efficiently to reach similar clearing speed, I chose this because I use phase run during mapping a lot and it works well for me.


Belt
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Use a hunter-based stygian vise, get t1 life, %life, resistance and optionally, % elem attack. The t1 elem attack mod is only optional.

For the abyss jewel, get a corrupted blood immune abyssal jewel.


Jewels
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Timeless Jewel
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Militant faith with Transcendence, same as before.


Large Cluster Jewel
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We need the one brutal infamy + anything I recommended before and one overlord + anything I recommended before. You can check out mid-budget section for notables I recommend.


Medlium Cluster Jewel
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Same as mid-budget gear.


Normal Jewel
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% life + double crit multi. You can check out POEDB to find out crit multi mods that are applicable.



Flasks
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Use bottled faith to replace diamond flask.



Minmaxed End-game Crit Version for Ritual - X ex investment, 330.3M max damage/hit
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Weapon
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Same weapon as the early end-game, on top of that, you can use harvest crafting to get t1/t2 crit chance and t1/t2 attack speed.


Armour
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The elevated explodey chest is absolutely insane in mapping, I found my clearing speed increased dramatically. On top of the elevated explodey mod, we still need the double curse, crit chance on the armor. After that, you can get t1/t2 life and some decent resistance on the armor.



Amulet
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In additional to early end-game amulet, we need both extra fire damage and fire penetration mod as prefix. You can also use elemental catalyst to further increase their value.


Rings
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Same as early end-game, except that the numerical values are rerolled to max.


Gloves
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We are going back to the Debilitation glove for its 50% implicit damage. We will get the frenzy charge mod + culling strike on the gloves. On top of that, we need t1/t2 life, attack speed and flat phys on it. Finally, craft the chance to avoid stun on it.


Helmet
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Same as the early end-game helmet, except that we removed the resistance and crafted stun avoidance on it.


Boots
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Same as the early end-game boots, except that I used harvest to get t1 movement speed and t1/t2 life.


Belt
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Same belt as before, rerolled all stats to max.


Jewels
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Watcher's eye
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Same as before, used divine to get some better roll.


timeless jewel
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We are no longer using Doryani's timeless jewel anymore, instead, we are using Xibaqua. It means that we are starting to use divine flesh key stone.

Here's what divine flesh does: All Damage taken bypasses Energy Shield, 50% of Elemental Damage taken as Chaos Damage, +5% to maximum Chaos Resistance.

There are 3 advantages of divine flesh over corrupted soul:
1. Higher chaos resistance: in our minmaxed build, we can cap our chaos resistance at 80%, therefore, chaos damage no longer poses any threat to us.

2. Higher effective health pool: It may seem like corrupted soul gives better survivability than divine flesh. For example, with corrupted soul, we have 8k HP+ES, in contrast, we only get 6.4k life using divine flesh. Furthermore, energy shield with divine flesh is useless because all damage by pass it.

However, once you cap your chaos resistance at 80%, you can see that the Effective Health Pool (under POB calculation tab) is 20% more than early end-game build. Which means even though we have lower life+ES pool, but we get higher survivability.

3. Stun avoidance: In the previous point, I hinted that energy shield is useless now because all damage bypass energy shield. No matter how much damage we take, energy shield will always be full and won't protect us.

But this time, the "useless" energy shield works for us in favor because of the POE stun setting: "As long as a creature has greater than 0 energy shield, it has a 50% chance to ignore a stun" - POE wiki.

Combining this with the crafts on gloves and helmet, we get 75% chance to avoid stun, if you have one more jewel implicit that provides 10% stun avoidance, then you get 80%.


Only switch to Xibaqua when your chaos resistance is at least 80%.



Large Cluster Jewel
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Since we have elevated explodey mod on chest, we can use other good notables on large cluster jewel now.

We need at least one Brutal Infamy + Fuel the fight because of the mana leech provided by fuel the fight

Another one can be Brutal Infacmy + Fuel the fight/Feed the fury/Calamitous. These 3 notables are pretty similar in terms of damage, so you can choose based on your own preference.


medium cluster jewel
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4 cooked alive + smoking remains cluster jewel.

Using 4 smoking remains will give us 40% chance to create smoking cloud when we kill ignited enemy. As a result, almost all enemies are blinded during mapping/delving, giving us and our golem 50% evasion chance for free.


normal jewel
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Same as earlier, except that I rerolled all of them to max roll.



Flasks
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Same as before, remember to use rumi's concoction during delving and mapping to make you even more tanky.


Last edited by JennoJoyce on Jul 21, 2021, 11:54:26 AM
Last bumped on Sep 18, 2021, 4:21:51 PM
Skills
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This skill section only display end-game skills, refer to POB for other budget level's skill.

For information about alternate quality gems, please go to gear section.

Main skill setup:
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Tectonic Slam - Awakened melee physical damage - Awakened elem damage with attack - Fist of War - Pulverise - Fortify

Pulverise can give us a lot of damage boost on single slam attack. Fortify gives a good offence/defence balance


Aura setup:
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Enlighten - Anger - Blood and sand - Herald of Purity - Summon Skitterbot - Phase Run

We only need to run anger after getting a watcher's eye and reduced anger reservation amulet.

As for blood and sand, we can always use blood stance because we have enough AOE already.

skitterbot can chill and shock enemies, giving us great damage boost and defense. Works on both mapping and bosses.

we will manually triger phase run before hitting bosses. Remember not to use phase run during mapping because it will consume frenzy charges.

We only need 5L here because phase run does not need to be linked.


Second Wind setup:
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second wind - flame dash - intimidating cry - enduring cry

Flame dash is the best movement skill in mapping and boss fights. Intimidating cry and enduring cry can benefit a lot from second wind and give you good dps and good life regen


Totem and Golem:
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combustion support - vaal ancestral warchief - summon stone golem (or lightning/fire) - seismic cry

Totem and golem can distract enemies and give you good dps and life regen, linking them with combustion can decrease the enemy fire res too. Bottled faith's huge life regen area + smoke cloud can keep golem alive during mapping.

As for the choice of golem, it is more of personal preference. If you need more attack speed to clear faster in maps, then lightning golem. If you find golem dying often or do not have enough life regen, then stone golem. If you need more damage boost, then fire golem.


CWDT setup:
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CWDT(12) - Immortal Call (14) - Wave of Conviction(15) - Phase Run(or increased duration)

When you can gain endurance charge easily, Immortal Call can make you impossible to get one-shotted. I experimented many levels of CWDT and found that level 12 CWDT is the most comfortable level for all contents. Wave of conviction can lower enemie's fire res.

If you like to self-trigger Phase Run during mapping, then you can switch the phase run in CWDT for increased duration. Otherwise, I suggest the double phase run setup, one for self-casting in front of boss, the other one for protecting you in other situations.



Pantheon, Ascendancy, Bandits
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Major: Solaris(before early end-game), Arakaali(starting early end-game)
Minor: Shakari

Ascendancy nodes: Valako -> Ngamahu -> Hinekora -> Tasalio
As for bandits, kill them all.


Leveling + Tree Progression
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Leveling
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Leveling with this build is quite easy, please open the 30C budget POB in community fork then you just equip the skill gem in the POB skill section whenever you reach the level.

For main skill, I used ground slam till I can start using tectonic slam. Feel free to use other skills that you are comfortable with to reach level 28.

For aura, you can use herald of purity, herald of ash and blood and sand during leveling. you can leave the anger to end game after you have the amulet.

If you have mana sustain problem during leveling, I suggest to get a -mana cost ring (like praxis) and anoint mana leech nodes like Thrill Seeker or Spirit Void on amulet. If you have mana problem during boss, you can also get a vaal clarity and only use them in boss fight.

For leveling gears, it's the same as any other build. You know, the usual suspects like tabula rasa, wanderlust and so on. Buy any unique 2H weapon during leveling.


Tree Progression
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We are leveling with the early mapping version. You can easily re-spec your tree after you reach a good level. Make sure you have the 30c budget POB ready (you can find it in the POB section).

1. go left, grab Unwavering Stance for stun immunity and Resolute Technique for 100% hit chance.

2. From Resolute Technique, go down, follow the tree branches as you go, grab all the nodes

3. From Resolute Technique, go up, follow the tree branches as you go.



POB
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please use community fork, see first question in Q&A if you don’t know where to download POB community fork.

Leveling version for Ultimatum - 3.8M max damage/hit with 30c budget with level 76
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https://pastebin.com/iaTr2qRz


Budget Non-crit version for Ultimatum - 8.4M max damage/hit with 2ex budget
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https://pastebin.com/cVcanxfA


Early crit version for Ultimatum - 20.2M max damage/hit with 6ex budget
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https://pastebin.com/2cn2x74B


Mid-budget Crit version for Ultimatum - 33.1M max damage/hit with 15ex budget
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https://pastebin.com/msmrJz9B


Early End-game Crit version for Ultimatum - 105.9M max damage/hit with 50ex budget
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https://pastebin.com/2mxjehJH


Minmaxed End-game Crit version for Ritual - 330.3M max damage/hit with X ex budget
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https://pastebin.com/nsquJ0P1



Q&A - MUST READ
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POB link does not work


How to sustain mana?
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During leveling using mana flask should be fine. Also, no need to run anger until end-game when we get a good watcher's eye.

In budget build, you can anoint the Thrill seeker that can solve mana problem

In Mid-crit build, you can spend one suffix spot and craft 40% increased mana regen, that works surprisingly well. The cinderswallow's recover #% of mana when killing enemny also helps.

For end-game, when we run enlighten4 + anger, it requires the -9 mana cost craft on one ring. we will have more than enough mana sustain in end-game. On top of that, we still have the cinderswallow mana leech : )


How to be tanky?
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First off, you need to make sure all the defensive layers in the build are leveraged: smoking cloud, block, phys reduction, endurance charge + immortal call, flasks.

Next, NEVER face tank, even though we could most of the time, but it is not our play style. Just keep moving.

Here are additional tips to ensure survival:

1. Keep your endurance charge full ALL TIME.
This is quite easy to do, just use warcry as normal (use seismic cry once per 5 attacks in mapping, use intimidating cry before bosses, use enduring cry whenever your immortal call is triggered or life below 50%).
Sometimes people forget to use war cry, as a result, you have less damage, you have poor phys reduction, most importantly, you are easily one-shotted because immortal call don't have charges to consume.

2. Keep all your flasks on whenever you encounter mobs/bosses.
This goes without saying, but sometimes it's easily ignored. Our flasks gives us ton of defense mods, without them our build won't be as tanky as it should.

As illustration, in the full-delirium video, I only made sure the 2 things above are met anytime, as you can see, we are never in a danger throughout the map.


Why use max damage/hit to measure damage?
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As mentioned in play style section, we slam once per 2 seconds, the slam attack we perform is super powerful because it is boosted with all buffs.

How POB calculates DPS isn't really suitable for us because it assumes that we are standing still and spamming tectonic slams, which is not true. Moreover, in POB the warcry damage is averaged over its cool down time by default, which is not accurate in our situation either.

Our play style becomes an advantage in leveraging exerted attack mechanism, because we are not limited by any warcry cool downs due to low attack frequency. Therefore, a more accurate damage measure is max damage/hit, it assumes the exerted attack has all buffs available, which is exactly what we are doing.

Having said that, you should know the max damage is only the best case scenario. Our actual damage depends on many factors: for example, what stage of seismic cry you are at, whether Ngamahu's flame is active, whether wave of conviction is triggered, current frenzy/endurance charges, and so on.

Therefore, even though the max damage can be very high, the consistent damage may be somewhere between 40% to 80% of max damage, depending on how skilled you are at managing all the buffs. That's another thing I like about this build, you can increase the damage floating range by practicing the play style and managing buffs efficiently.

If you want to calculate DPS, then we can divide the damage by 2, assuming we hit once per 2 seconds.


Why use staff as weapon?
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I chose warstaff because of 2 reasons:
1. the base crit chance of warstaff is the highest among all 2h weapons, the staff-specific crit nodes are strong too which makes it easier to reach 100% crit chance and scale our critical damage with crit-multi.

2. warstaff has good defense implicit (i mean block chances), combining with staff-specific block nodes, we can get ~50% block chance for attacks and ~40% block chance for spells. If you prefer, you can also max out attack blocks and reach 75% attack block and 20% spell block.


Is attack speed important?
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Short answer is: while fast attack speed does not give us much benefit, slow attack speed greatly harms our clearing speed and survivability.

By default, our attack speed is pretty slow due to pulverise (-25%) and tectonic slam (-20%), as a result, the attack animation takes more than 1 second.

Slow attack speed INDIRECTLY affects our damage output as well as clearing speed, because attack cycle is usually postponed due to the need of refreshing warcries and dodging attacks.

Moreover, slow attack speed makes us vulnerable too. Imagine a big mob coming into our way but we have to stand still, face tank them all for more than one second to perform the attack. Not fun, right? Not to mention the increased chances of being stunned due to longer exposure to enemies.

To summarize, a decent attack speed gives us:
1. better clear speed therefore more damage outputs
2. more room to dodge enemy attacks, more survivability.

That's why we improve our attack speed whenever we can in our build. For example, we get attack speed from: glove craft, boots enchant, blood rage, frenzy charge, and onslaught etc. Combining them all, our attack takes ~0.7s in the end. When considering the pre-fire of tectonic slam during mapping (attack while the mob starts running towards you), we can reduce our exposure to enemies by more than half already.


Why not use Abyssus?
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Only reason: It makes us squishy.

The goal of the build is to achieve a good balance between offense and defense, therefore, Abyssus is not used for defense reasons.

In the new expansion, there are more reasons to use craftable rare helmets because we can craft more powerful mods with the help of harvest crafting.


Why not Oni Goroshi?
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biggest issue with oni goroshi is that it does not have much base damage as a weapon, as a result, we can't scale our damage effectively.

Also, we need the "hits can't be evaded" craft, otherwise we need to spend many points getting accuracy from tree.

At last, the passive nodes of sword isn't as good as staff's nodes, please refer to "Why use Staff as weapon" Q&A for more detail.


Why not Marohi Erqi?
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attack speed is too slow to be useful. Check out "attack speed" in Q&A.


Why no longer use Tawhoa's Chosen?
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GGG confirmed that Tawhoa's chosen isn't inheriting exerted attack buffs or fist of war support, then its damage boost is very limited.


I have the same gear as yours, but I can't oneshot mobs/bosses
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Chances are you are not playing the build right.

First, please make sure you have read the "Why use max damage/hit to measure damage?" to get basic understanding on what max damage means to our build and how play style can affect the damage output significantly. Now let's talk about buff management:

During mapping, I use seismic cry every 5 attacks (4 before Measured Fuly node), doing this can guarantee my endurance charge is always at max so we can get enough AOE & damage from tectonic slam and seismic cry. Whenever immortal call is triggered, depending on current HP, I will either use intimidating cry on high HP or use enduring cry on low HP to refresh my endurance charge to full again. And make sure all flasks are active all time. Remember, only attack when you are buffed, if enemy did not die from first attack (like meta-morph), dash away and kite for 2 seconds for fist of war CD and attack again.

During boss fight, to one-shot Boss, we need to make certain preparation in sequence:
1. Before boss fight, use one enduring cry and maybe one intimidating cry to get your endurance charge to full.
2. Before boss fight, check your seismic cry, the lower the exerted attack stage the better. Only use seismic cry if you do not have exerted attack left for seismic cry.
3. Upon encounter, deploy your vaal totem, boosting your damage
4. When boss is active, perform an intimidating cry in front of boss(makes it intimidated), in the meantime, your golem, totem should ignite the boss already (because of the combustion support), your skitter bot is shocking the boss, the boss might attack you during intimidating cry which makes CWDT triggers waves of conviction (reducing fire res) and immortal call(make you lose endurance charge, which increase damage)
5. Pop up all flasks
6. Perform the attack
7. When you initiate the slam, activate phase run to gain damage boost

In step 4, you don't need to intentionally wait for boss to hit you, you should still make your best efforts to dodge attacks. But in case you did not dodge successfully which triggers CWDT, it works for us in favor too.

By following the above sequence, I am one-shotting A1 Conqueror even with 30c gear. But in case boss did not die, simply dash away, wait for 2 seconds and attack again. For illustration of the boss fight buff sequence, please check the showcase section as well as the A8 awakener fight video.


Why need combustion before going to crit?
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So in POB when we are calculating damage, we clicked "enemy is ignited" are see a good DPS boost.

However, in order to ignite enemy, we need proper ignite chance. In Budget build, our ignite chance is only like 43% without combustion. That's why we need combustion on tectonic slam and golem/totem to ignite enemy.

Combustion does much more than just igniting the enemy, it reduces their fire res by 19%, which increases our damage a lot.

Therefore, before your crit chance is good (>90%), use combustion instead of fortify and you will get more damage this way.


Will +2 war cry cool down glove base affect us?
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Not at all.

Actually, if you find yourself using up warcries and waiting for cool down, then it indicates your play style isn't right.

Take seismic cry for example:
As I said, we only attack when fist of war is ready, the fist of war CD is 1.84 seconds.

Assuming you can perfectly control the timing, then you need 1.84 * 5 = 9.2 seconds to exert all seismic cry buff. And our seismic cry cool down (from budget version) is only 7.87 seconds, which means you will never run out of seismic cry even with the theoretical max attack frequency.

If you find yourself waiting for seismic cry cool down, it means some attacks does not have fist of war boost, therefore are less efficient and deal less damage.

This is even more so with intimidating cry and enduring cry, because we linked them with second wind support to gain extra war cries already.


Why use golem? Golem buffs are trash.
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We use golem not for its buff, though buff helps.

The purpose of golem is mainly for distraction. This is why I prefer stone golem in end-game, it has high HP, it is melee, which means it will be on the front line absorbing damage for you. That's 19k damage that would otherwise be dealt to you.

Same thing applies to herald of purity minion(during mapping) and totem(during boss)too. This works especially well when you have phase run to shift attention of mob/boss.


Why not use leap slam as movement skill?
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Leap slam is considered as slam, which means it will consume our exerted attacks. As a result, it is likely that our actual slam attack won't get any buff because leap slam has consumed them all.


Why start using Unwavering Stance in mid-budget build?
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Two reasons.

1.From feedbacks of many players, it seems like stun is the biggest issue for mid-budget build. My first impression of stun is that it can be avoided by more skilled play style, for example, reducing exposure time against enemy, using phase run before being targeted. However, in order to make the build more enjoyable by majority of players, having Unwavering Stance is indeed the cleanest solution. I personally experimented it for one day and I noticed a HUGE improvement in game play and survivability, especially in end-game maven content. Ultimately, that changed my opinion.

2.Another main concern for many people transitioning into mid-budget build is that as the build gets more popular, the medium cluster jewel is getting more and more expensive and thereby less obtainable. To make the build more accessible to everyone, I am temporarily removing the dependency of "smoke remain", instead, you can use any other skill that comes with cooked alive. As a result, the crafting cost for each jewel is reduced from ~108 scorched fossils down to ~26 fossils.

For those of you who are currently using cooked alive + smoking remain, I still recommend using it after Unwavering Stance because the 35% fire damage is still the best among all other notables after we cap our crit chance. Moreover, the smoke cloud can protect your golems & purity minions, which help distract enemies more efficiently and better protect you in the end. At last, for end-game I plan to use jewel implicit craft + gear stun avoidance craft to get stun immunity and free up those 3 skill points. Then having smoking cloud is essentially giving us free 50% evasion in mapping & delving, especially when you are doing high level 100% delirious farming, the smoking cloud can make a big difference.


Why use Breathstealer in early end-game?
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Before reading further, make sure you've converted to crit build, reached 5.4k life and obtained timeless jewel. If you have the "gain %life as extra ES" craft on armour it would be even better.

The Breathstealer works for us in two ways:
1. The blight spore works very well with Ritual League mechanics. Whenever we kill a rare monster, a spore will spawn on the ground giving you a random aura. In Ritual encounter or delve, you will have 5-10 spores, giving you lots of powerful auras like vitality, determination, haste, discipline etc. We can reach 10k HP+ES in those encounters, as shown below.


2. You get to anoint one more noable - Heart of Flame. It gives you lots of damage and more importantly, additional energy shield leech during mapping and boss encounters.

In ultimate end-game I still plan to craft a mirror-tier rare glove, but until then I plan to use this glove.


How to deal with elemental reflect?
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Normally our build does not do elemental reflect as illustrated in Pros and Cons section. However, in a situation that we have to do elemental reflect for game content, here's how you do it:

1. If what you elem reflect mod is with a map on atlas, then the easiest way is to use the sextant mod: "player and minion can't take reflected damage".

2.If you need to do Atziri or uber Atziri, then you need to get two hunter or shaper rings with % reduced elemental reflect damage taken.




Change log
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04/27/21 - updated 2ex budget build with new gears, skills, and ascendancy tree.
05/03/21 - updated 6ex early crit build, new gears, skills and POB.
05/06/21 - updated 15ex mid-budget crit build gears and POB.
05/19/21 - updated 50ex early end-game build gears and POB.

Last edited by JennoJoyce on Jul 20, 2021, 9:17:09 AM
Here we go 3.14!
Last edited by JennoJoyce on Apr 16, 2021, 11:38:25 AM
Boots + Belt are not in the Gear section atm
Thanks! Just added them.
Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades.
Feel free to check it https://pastebin.com/980kLiBr
I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF.


I wanna try this build but I need some help in crafting all this stuff. I'm pretty bad at crafting :|

I got the chest and boots for now cuz those are pretty easy to craft.
"
ezarurazvan wrote:
I wanna try this build but I need some help in crafting all this stuff. I'm pretty bad at crafting :|

I got the chest and boots for now cuz those are pretty easy to craft.


What specific item do you need help with? I can provide some guidance on the crafting. Since harvest crafting won't be in core, I will just respond in comments.
Last edited by JennoJoyce on Aug 16, 2020, 12:39:10 AM
"
masrood wrote:
Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades.
Feel free to check it https://pastebin.com/980kLiBr
I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF.




I took a look at your build, one small comment I have is the flask, since I noticed you have corrupted blood immunity and 87% phys reduction, then life flask with bleeding immunity is not not necessary.

I recommend using enduring call as a way to recover life, especially when your war cry is instant.
"
JennoJoyce wrote:
"
masrood wrote:
Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades.
Feel free to check it https://pastebin.com/980kLiBr
I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF.




I took a look at your build, one small comment I have is the flask, since I noticed you have corrupted blood immunity and 87% phys reduction, then life flask with bleeding immunity is not not necessary.

I recommend using enduring call as a way to recover life, especially when your war cry is instant.

Thank you for your advice, much appreciate it, Sir!
Any chance to see global leveling section with tree variations, and crafting guide for beginner and mid-tier gear?

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